Super Mario 64 Online

SM64O, the first online hack!
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SM64O Classic v10 r1001b OFFICIALL BETA RELEASE!

Flaw | December 22, 2011

SM64O Classic v10b Beta is finally here. The first revision includes all new features:

  • Possibility of rotating objects in Z axis(YES!)
  • Fixed the hardcoded camera.
  • Dynamic build system. If you now build objects you can rotate them via the D-Pad. Cool sound effects on rotating the object.
  • Added Lego Bricks. (Yes Blockland and Roblox likers, also want some bricks. So i imported them and made them default. Thanks to Skelux)

Also, Skelux started his server: “Celux’s Star Road” Try it. IT IS AWESOME!

He also made some wind turbines to make the game more world-friendly xD

But how does this all stuff work?:

The new object(invisible) is called: force

put the force on a beside object. Now put a object on force and see how in-game the object is rotating. Easy or? It’s also dynamic.

A new manual for the objects will be available sooner or later.

So try Skelux’s Server and be amazed.

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SM64O Classic v10 – License changing, sneak peek

Flaw | December 20, 2011

So, after i started programming now on SM64O Classic v10. I decided now to work on some stuff. Messiaen will work on it too, but will not be affiliated with the core stuff.

First License changes:

In Section 3.3

“3.3. Sell your mod (after permission is granted, go to section 2.1.3 for more information.) for not more as 9,00$ else your mod will be not sold.”

Changes to:

“3.3. Sell your mod (after permission is granted, go to section 2.1.3 for more information.) for not more as 12,00$ else your mod will be not sold.”

Then…

Section 2.1.9:

“2.1.9. Kill another server. If you kill a server by using spam or 3rd party programs your key will be revoked for 1 month and if you do it again an instant revoke that cannot be reverted(forever ban).”

changes to:

“2.1.9. Kill another server. If you kill a server by using spam or 3rd party programs your key will be revoked for 7 months and if you do it again an instant revoke that cannot be reverted(forever ban).”

 

So, the changes are you can sell your Mods now for not more as 12,00$ and killing another server will get you key not revoked for 1 month anymore, now for 7 months and then forever ban.

 

Next thing, UPDATES:

The SM64O Classic v10 contains, by its current state

  • a new physic event. Magnetic events. Realistic as hell.
  • Function events, you can now create events that use functions. for example: function -> self -> Idiot [lol1 lol2] -> OnActivate -> Self -> fakekill, FunctionCall[Idiot] -> Self… fake killing the brick.
  • Some new core functions for the Java 64 scripting, it will be also the NEW STANDARD, not C# anymore.

Im working on:

  • On some ways, to make event making a lot easier.
  • adding a new year celebrity pack. Rockets etc. this will include also new core functions to call up rockets like these.

Also, in future i will post pictures about that everything, because most people that didn’t bought the game yet doesn’t know how it looks like.

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SM64O Classic v10b Beta – Current progress report –Cancelled–

Flaw | December 13, 2011

SM64O Classic gets cancelled, for a while. Here is the current progress report

  • Compile your add-on code into compiled source file.
  • TEFA Update.
  • Bug fixes

So why did we stop working on SM64O Classic?

We really need a break which maybe take a long time. So if we are ready to work on it again, then we do.

 

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SM64O Classic v10b Beta – It’s coming!

Tarek701 | December 10, 2011

So, i will release on christmas a great gift to everyone: The great SM64O Classic v10. We will await great features like the new Login Field system etc.

I will not tell anything of it, because some things should be a christmas gift to everyone.

I also wanna tell everyone, this will be my last release for SM64O Classic v10. I thank everyone for those great years. Im really busy with my life and my job got now more important than ever. I also lost the motivation to hack SM64. I thank everyone. I will not release the SM64O Classic v10. Flaw does.

Flaw will be my follower, he was always a great developer and i think he now deserves this place as the boss.

And my christmas gift(before christmas) will be this:

http://www.mediafire.com/?ggkzx28kx7x61o7

This includes all my docs and etc. things i did over the years. It also includes my most known Level Importer as complete C# Source code. Thank you for the great time i had with you all.

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SM64O Classic v10 – compiled-code(.cs.so64, .j64.so64, etc.)

Tarek701 | December 1, 2011

Compiled code, is something that everyone wanted, but this could cause alot of problems:

  • Users could insert damaging code and releasing it to public, without knowing damaging content is included.
  • Impossible to revert, edit or read it.
  • Hard-core coding ALOT!

It could really hurt everyone’s feelings… Yes i forgive everyone, i said i have added the feature of lock your add-ons via the advanced MIO0 Compression format. The Format got really extended and way more stable as before, but i decided to not include the feature of locking your add-ons, maybe some people are knowing it now. Even with Passwords on your add-ons, you could still add damaging content into it.

So after a while, i was thinking how i could done this, i didn’t want to hurt everyone again. I had a great Idea.

 

How about a reviewing system? You will send your .cs code etc. to one of the reviewing team, they check if any damaging content is included in. If everything is right and checked you get your compiled-code send back, now you are able to release it.

Now you may ask: “But what if the reviewing team leaks my mod, as source code?” Easy. The reviewing team will not be able to compile the code, i will do it myself. Yes, this means your add-on cannot be compiled directly, since other add-ons must be compiled. The new compiled format will be .extension of file.so64. This means, you cannot edit the compiled code again, also reading is impossible too. So, before sending a add-on to us CHECK EVERYTHING! If you found a bug after we compiled your code, then this would be a waste of time.

 

Another idea though, would be if i create a .so64 compiled code file as password system. the same goes with checking etc. but you can only edit your script file in-game and if you try to change your password your script will be sent to the reviewing team, and then update your add-on.

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Super Mario 64 License COMPLETED! + SM64O Classic v10_01.1.8a Alpha AND + SM64O Classic v9.55_01 Patch!

Tarek701 | November 28, 2011

Please go to the EULA Page, to watch what has changed and is new. I will update the license by time of time.

BTW, SM64O Classic v10_01.1.8a Alpha is released for Kasta, DarkMario. Test it!

UPDATES:

  • Fixed a hard bug that was around since SM64O Classic Firmware 5.00
  • Adding a login field, from now on you have to register on forums to play SM64O Classic.

Its just Alpha, theres nothing great to test.

AND!!

SM64O Classic v9.55_01 Patch is here!

  • Login Field. Yes, same as alpha v10. From now on you have to register on forums.
  • Fixed Mirror Glitch.

What is my goal with the login field?

Since im getting really annoyed of ALOT people, i decided to make a login field connected to the forums and the game. So this means, if you get banned on forums, your key will be revoked. Also, if you provide a false key, you will see in-game that you cannot play SM64O Classic. You get an error: “Invalid key” to change your key, just PM me. I will not let everyone change their keys for free will. Also, False ID’s will also result in ban. Read the license for more information.

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SM64O Classic v10 suggestions + SourceCode v2.0.1 RELEASE!

Tarek701 | November 26, 2011

I got some suggestions from people what is going to be added in the next great version.

  • Dynamic movement add-on – a special feature that will allow moving the files in add-ons with easy scripts.
  • Creating default invisible objects, that will recieve connections and use them for real databases. Like: invisible object checks… your in database… welcome! If i find a way, I’ll will tell announce it to everyone.

more coming soon!

BTW, the new Source code is here!:

New?:

  • Added Source Code of SM64O Engine 3D.
  • Fixes
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SM64O Engine v3.1.4 Features

Tarek701 | November 26, 2011

I forgot to explain some new features in the new SM64O Engine. It allows now to use a DirectX programmed application + video defining support.

Great new Interface, and alot more Libarys in GUI functions.

Also, a awesome World Editor, to create Decals, lighting everything!

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SM64O Classic v9.55 RELEASED!!!

Tarek701 | November 20, 2011

YUS! It’s finally here! The big release you waited for, but the biggest one is coming in v10!

Thanks to Tarek701, Flaw and Kasta for helping me coding Java 64, Defining videos and the Dialog define functions.

Thanks to all beta testers for testing!

UPDATES:

  • SGUI ( the uber new awesome GUI, you saw in the Buy Page! )
  • SACS – Yes. Now hackers have no chances anymore.
  • Able to program in banks, in other words: Bank programming.
  • Making classes in Lua and AS is possible now. In Java 64 it is always possible :D
  • Java 64 Scripting support added. Modders can use it also for programming mods!
  • Defining videos is still not possible — sorry!
  • SM64′s XML Standard System. Allows you to use .xml files in SM64!
  • Extended MIO0 Compression format, you are able to lock your add-ons now, so your Source Code cannot be edited.
  • Extension pack for Dialogs. See up.
  • SAPO client information system. Sends information for clients and servers now dynamically. It also allows Modders now to start open connections that are safed via SSL Certificates.
  • Fixed Bugs:
    • Fixed not being able to connect to a server if you are missing a decal or item icon texture
    • Fixed “a bitmap was deleted during the course of gameplay” error
    • Removed “ERROR: Container::castRay() – invalid start/end points!” console spam
    • Fixed issue where console spam consumed excess memory on dedicated server
    • Changing your admin status while in a minigame no longer causes your name to turn black
    • /commands now support unlimted arguments
    • Improved error handling of paint color set
    • If the colorset.txt file is missing, a default will now be created
    • mClamp() and mClampF() console functions added
    • Command arguments are now echoed to console to aid in trouble shooting
    • Error message is displayed when key.dat file is not writable
    • Damage while crouching balance tweaks
    • Improved error checking on removeTaggedString() function
    • Loading bar text is now outlined
    • Fixed vehicle explosion not showing up in terrain repeats
    • Particle emitters now scale to fill the brick they are attached to
    • Improved error handling of old dso formats
    • Jeep run-you-over damage tweaked, now based on relative velocity
    • e(); function now works with add-ons directory (short hand partial name matching exec function)
    • Fixed erroneous “client has no brick group” error message
    • Musiclist.cs moved from base/data/sound/music to base/config/server
    • Error message displayed in console when you exceed the maximum number of datablocks
    • Fixed issue where banning people from the clear bricks menu did not save their name to the ban list
    • Fixed stack corruption bug around display initialization – may fix some alt-tab and startup crashes
    • Fixed scoping issues with bricks that would cause “did not find profile” error spam in console
    • Fixed scoping issues with lights that would cause excessive bandwidth use
      • Fixed jump-jet and leap-jet player types not working
      • Fixed music/sound download options not working correctly
      • removed “ar = |2x2f|” style console spam
      • Fixed projectile bounce event resetting projectile scale
      • /fetch, /find and F7 now work on players who are in the tank turret
      • Fixed some typos in the tutorial tips
      • Default physics vehicle limit lowered from 30 to 10
      • Fixed “X” button on addBanGui
      • You can no longer crawl upstream in the rapids water brick
      • Fixed texturing error on the side of some 25� crest bricks
      • Removed ancient torque binds from default binds (use rifle, wave, salute, etc)
      • Fixed console error in ShapeBase::getInventory
      • Fixed player cloning exploit related to addHealth and setHealth events
      • Magnitude limits are now enforced on the vector parameters of events
      • Fixed 25� crest bricks being 3 plates high instead of two plates high
      • Fixed “flying tank” exploit (sitting in turret and hitting tank with hammer)
      • Fixed freezing caused by setting extremely high player velocity
      • Fixed water brick wireframe not being visible when you first start a game
      • Fixed bricks having no collision after receiving multiple fakekill events
      • Improved color matching when loading bricks that were saved under an alternate color set
      • Fixed minigame->respawnAll and reset events not working as intended
      • Fixed switching seats while riding horse (and other oddities caused by tankpackage)
      • Respawn invulnerability increased from 1 second to 2.5 seconds
      • Chat is now completely invisible when chatlinetime is set to 0
      • Fixed mysterious “Authentication Failed ().” messages
      • “SoAndSo Spawned” messages arenow echoed to console as well as chat
      • Fixed looping sounds appearing in event playsound list
      • Brick weapon projectile no longer collides with players
      • Player list in admin gui can now be sorted
      • Print bricks now remember what print you last selected
      • 2D sound datablocks can no longer be selected for events
      • Error function now shows script backtrace (should aid in debugging)
      • Non-functional aiEditor removed from editor package
      • Netgraph polling is now canceled when you disconnect from a server
      • Fixed console error caused by calling /wand when you have no player object
      • Fixed various memory corruption issues (random crashing)
      • AddDamageType() now echos warning to chat if non-existant image is referenced
      • Fixed $pref::player::netname and other things being saved with avatar prefs (caused seemingly random authentication failures)
      • Fixed chat filter only censoring first instance of bad word
      • Music will no longer be loaded if it is in a subdirectory
      • Saying the same thing twice in a row now instantly activates flood protection
      • Clicking “cancel” on the initial keyboard/mouse configuration prompt no longer results in having no keys bound
      • Fixed bricks that are saved while they are blown up loading with no collision
      • Fixed chat scrolling errors after opening and closing the options menu
      • Minigame is now named after the player who created it by default
      • Fixed minigame list not being cleared on map change
      • Spawn height increased on slate maps
      • Enabled more particle emitters for use as brick emitters
      • Fixed bug where raycasting had to be enabled for onPlayerTouch to work
      • AdIded /clearspambricks function (removes any brick not on a baseplate)
      • Fixed being able to use unlisted datablocks in events by manually sending the event commands
      • Fixed particle emitters and items being removed when you kick someone
      • You can no longer build during mission cleanup phase (ie during map change)
      • Add-ons can no longer have []‘s in their name
      • Add-ons can no longer have +’s in their name
      • Add-ons can no longer begin with 1_ or end with _1
      • Add-ons can no longer end in “- copy”
      • Add-on naming checks extended to prints/decals/faces
      • Add health event will now display death message
      • Add-ons can now contain an optional namecheck.txt file to prevent renaming
      • Certain known bad add-ons will no longer execute (identified by CRC)
      • Add-ons can no longer contain the space character (this was necessary, old add-ons have been automatically re-named)
      • Music files can no longer contain spaces (default music files have been re-named)
      • Resource manager will no longer load files directly out of the root add-ons/ folder
      • Add-ons can no longer have “.zip” in their actual name (as in the case of an add on named “weapon_gun.zip.zip”)

    This was all, i hope you like it.

Just to know:
Becaue of the update, C# add-ons and all C add-ons don’t work anymore(Only if you use TSM). I really prefer Java 64 as the new method for add-on creation, since it is safer and you can create banks in it.

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SM64O Classic v9.55_5.1b Beta RELEASE! — Updated Release date! –

Tarek701 | November 20, 2011

So its here the 5.1b Beta of the SM64O Classic v9.55b Beta! (lol)

UPDATES:

  • You can now define videos in SGUI’s.
  • You are now able to use in-game Level editor. It allows you to edit in REAL-TIME the entire objects, datablocks and changing text etc.

So, the release date will be officially on:

21st November 2011

Yes, since it wasn’t that all much work, or in other words i moved the other work for the next version: SM64O Classic v10.

There i will add the bigger things, like the Dynamic movement add-on etc.

The beta will end tonight, then the systems will be auto-updated.

ALSO ATTENTION!!

THE OFFICIALL RELEASE OF SM64O Classic v9.55 WILL END THE ERA OF C#. YOU WILL NOT BE ABLE TO USE C# ADD-ONS OR PROGRAM ANY NEW! MODDERS ARE STILL ABLE TO! USE NOW FOR ADD-ON CREATION LUA OR JAVA 64!

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Recent Posts

  • Regarding Net64+, Leaked SM64 source code, etc.
  • FlexROM III Updates – New devices came + |NEW| Requirements for FlexROM and changes ++ New Master Server Updates
  • SM64O M:X 0.8a (r329) RELEASED! + SM64O M:X 0.712 (r251) RELEASED ++ Forums Update
  • FlexROM III – Set up your own SM64 Server in HIGH-SPEED!
  • SM64O M:X r201 RELEASED!

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